For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.On the other hand, exact known results are somewhat immersion breaking. Some sort of vagueness is ok, I would say.
Can we use modularity and super alloys (which were described as cheap [is that a property to give?]) to design a frigate that can be build very fast and cheap? The largest part would be the spiral cannon and nearly all other could be outsourced to private companys. The scince magic here would be in fitting all those part together.The SA thanks you for the information. As for what they want they'd like a ship or ships that can be cheaply produced so that they can be stationed at the various colonies to defend against pirates. Quality, in this case cannot make up for the quantity of SA space and the SA will need many more warships. That said warships already take up a massive amount of the SA budget... they don't have tons of extra money to spend. Also if the design or designs that could be licensed out to the various shipyard in the SA would be good too.
Now that we have the super alloys we could made some nice military versions to handle these problems.Sadly omni-tools as is on the market can't project a blade of any real strength for very long. Even for military models. The power cell strength and eezo amounts are too low. You could add a blade projector to a omni-tool, but that kind of defeats the point. You'd need a better omni-tool before people can just tap the DES Blade app and open doors.
That said there is interest in adding the blade to the tool kits of some soldiers and the military is happy to buy military grade blades.
But do you know the difference between the 5, 10 and 500m mechs?For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.
1) I am not familiar enough with CKII to meaningfully comment here, but I can offer a general advice: first, decide what your goal is. The goal here, as I see it, is to simplify the system, while retaining the flexibility and ability for players to go beyond presented options.There are a few things I would like some player commentary on:
1) How far should I go with the CKII stuff? Should I just uses the actions per catagory thing or should I go and add in the scores for each category and advisers and stuff.
2) Should I keep the existing character sheet and stuff? Or should I do something else for events that have Revy personally engaged? (Like if we go far into CKII land I could base it off of that)
3) What can I do to make planning the research easier (That doesn't break the research system mind).
4) Should I let the players design most of the actions or should I present a few in advance?
5) Anything else you thing that would make everything simpler, but not make things less fun.
6) How should I break up the Updates? Currently It's Resolve>New Events/News>Plan But we could do Plan Part 1>Resolve Part 1>Plan Part 2>Resolve Part 2>New Events>Resolve Events (if needed). Or any number of other options.
I may toss up a survey at some point.
Also I'm going to do something with the combat system but I'd like to get some data from here first.
I things will not be doing (unless everyone wants me to):
1) Dice chaos, chances are most action will resolve the same way they do now. I do roll dice for some of the events to in form the flavor of that section of the update, but many things will be a simple case of players say we do Y and I say okay you do Y, and here are the consequences (good or bad) you notice. I like to think I have an okay grasp on basic probability I passed STAT 300 after all. If I'm going to be tossing dice around that could have drastic effect I'll let you know in advance.
2) No player developed options/actions/choices.
Anyway feel free to comment and vote. There's like two minor votes and hopefully we can figure out how to get this quest rolling again.
AFAIK, SA doesn't do conscription. If he doesn't want to join, all they can do is try to make a more attractive offer.The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
A teenage girl not yet out of high school discovers the Fusion-killer and made it into a power supply for a Power Armor just before a Baratian Rade, then goes on to found a multi-billion credit industry within a couple of months; is amazing at anything loosely categorized as "Hard Science;" and is in the running for "most altruistic person in the galaxy."The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
1. Actions per category is a good idea to get away from the massive votes that the quest has generated in the past. Scores are only nessecary to influence rolled dice but you already stated that you do not want to roll overall that many. Having the scores (or setting them at the moment) for the stats that are needed should be enough (like our Krogan researcher that was a bit to slow to kick some ass).
The harder question is what the categorys are and how many actions each will get.
4. That is a troubelsome question. To make writing the updates easier I would recommend to give the possible actions to vote on. That way you would not have to deal with votes that do something out of the left field (like the ones that lead to the current situation).
By acepting write-ins you can cover the angels you did not thought about. The extend to the write-ins can be limited (look at all the specified under-points of actions of the current vote) but that is more of a thing of what you want.
By giving a few actions in advance you can even steer the directions as those actions will always be discussed.
On the other hand, exact known results are somewhat immersion breaking. Some sort of vagueness is ok, I would say.
For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.
Can we use modularity and super alloys (which were described as cheap [is that a property to give?]) to design a frigate that can be build very fast and cheap?
Do we need a write-in in the form of the Gladius or can we 'just' take the design of an used and 'modern' frigate and twist it a bit to make it easier and cheaper to build. Given that 90% of its price is the E-Zero core I don't see much room for improvement or would the 'Multi-Core' research lower the amount of E-Zero needed for the core?
@Hoyr , how much research would it cost us to revamp ship manufacturing processes based on hyper modularity and super materials? Maybe make a fully-automated ship building system? Or at least material processing one.
1) I am not familiar enough with CKII to meaningfully comment here, but I can offer a general advice: first, decide what your goal is. The goal here, as I see it, is to simplify the system, while retaining the flexibility and ability for players to go beyond presented options.
5) Can we vote on more than presented here (always forget this)?
I wanted to talk to Williams. The idea of basically taking a ship and building a colony around it comes back to the medieval "castle and a village around it; people hide in the castle during siege". It's not sustainable with alpha-strike capabilities, or if/when colonies grow beyond a single settlement.
The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
Well, I'm not really considering the idea of a majority, or even a solid plurality, of people adopting the highly-mobile lifestyle, but even 5% of Earth's current 11 billion population is 550 million new colonists; that ought to be enough to juice Earth's economy pretty well. Good point about the Asari, too; I kind of wanted humanity to be the big benefactors here, but the Asari should be major beneficiaries too.Your initial demos go well and attract a lot of attention from the Independent community. You see some success in encouraging the idea of human expansion, but your fighting the increased fear of alien aggression and a sort of cultural laziness that it sadly common in Earth dwelling humans.
The product attracts a fair amount of attention from the Asari as the concept appeals to many maiden's hearts. Other races' more independently minded elements also show an intrest.
Ooh, maybe time for my Classis Histrica line of frontier patrolling ships?The SA thanks you for the information. As for what they want they'd like a ship or ships that can be cheaply produced so that they can be stationed at the various colonies to defend against pirates. Quality, in this case cannot make up for the quantity of SA space and the SA will need many more warships. That said warships already take up a massive amount of the SA budget... they don't have tons of extra money to spend. Also if the design or designs that could be licensed out to the various shipyard in the SA would be good too.
Ah, guess I was assuming they'd be sending a team. Oh well, good idea regardless, given that the people on the other end of the line seem to be overly grabby in the IP department.You put extra effort into enforcing the isolation of the biotech division. The action is meet with some questions, there are no Litinana working there. Or should that be there, yet? Conrad is thankfully far more interested in physics than biotech. Only time and any enemies will tell if your modifications were of any use.
Emphasis mine. Erm, I thought the whole point was that the tech that Quarians have been using for centuries is, for humanity, literally only been introduced to our species in the last ten years? Given how new the field is to humanity, any human who understands ME physics well enough to be a ship tech or work in a ship factory should be able to name their price at any of a hundred companies. The reason I've been looking to hire Quarian is that they already know the tech that humanity is still coming to grips with, and they're used to working on a shoestring.There is not much really stopping such a project. Just a lack of reasons to do it. The Quarians aren't well liked so its not worth much politically. In addition, you'd have to convince the Quarians some how. While the Quarian have a lot of technical expertise they lack the industrial base to use it and there are plenty of humans around that can do much the same and could use jobs to. Of course there's the fun technical hurdle of government of the territory, seeing as it would be solidly with in SA space and possibly on a SA planet. If a company, country or similar group owned a planet they'd be free to do something like that, the SA government as a whole is unlikely initiate such a project this time though.
I guess this sort of depends on how important dice and chance are going to be in the quest. If we're sticking with largely RP/narrative results then there's less of a point in putting stats on everything/everyone.1) How far should I go with the CKII stuff? Should I just uses the actions per catagory thing or should I go and add in the scores for each category and advisers and stuff.
2) Should I keep the existing character sheet and stuff? Or should I do something else for events that have Revy personally engaged? (Like if we go far into CKII land I could base it off of that)
I guess I'm a bad person to contribute to this part of the discussion, as I see research die allocation to be the easiest part of writing up a plan, far easier than coming up with a suite of company actions.3) What can I do to make planning the research easier (That doesn't break the research system mind).
Sure, why not?4) Should I let the players design most of the actions or should I present a few in advance?
"Transformation Systems" probably has some of this in it, as well as "Unobtanium"So... We are at programmable matter stage. Space wizardry at its best. I'm guess "real time programmable matter" is next or at least somewhere down the line of that tech tree.
Emphasis mine. Erm, I thought the whole point was that the tech that Quarians have been using for centuries is, for humanity, literally only been introduced to our species in the last ten years? Given how new the field is to humanity, any human who understands ME physics well enough to be a ship tech or work in a ship factory should be able to name their price at any of a hundred companies. The reason I've been looking to hire Quarian is that they already know the tech that humanity is still coming to grips with, and they're used to working on a shoestring.
Your existing methodology is already pretty good. I've been working with the idea that you should find a researcher that does those sorts of things.
It is simple, but a specialized installation, taking advantage of stuff warships don't have access too, such as ground and water reservoirs for cooling and potentially natural shielding, the fact that its shields don't have to cover the whole 360 degrees, the need to defend and retaliate against indirect fire, ie to account for existence of horizon, the stationary nature of the installation - all those introduce strong difference from starship designs.The idea comes down to the fact that a warship is equipped to defend against another warship. It's going to have the shields, armor, guns and other bits for such a fight. A colony that has enough defenses is going to have warship grade shields, armor, guns and other bits. Simple way to get that done? Land a warship near by and fiddle with it's shields so they cover a larger area.
So, yeah, an initial design point to work from. Let's see how Williams is able to design the whole system eventually, with algorithms and protocols for structured colonial expansion.The idea is some what an over simplification and would work for early colonies more so than highly developed ones. Shield help deal with the alpha strike thing, but yeah you'd need more defenses (ships) as the colony grew. It's also kinda expensive. It's in part a way of explaining the problem with making a "safe" colony in simple terms.
Hyper modular constrction should be really helpful there, shouldn't it?Alternatively you could think of a safe colony as a warship that was never meant to fly.
So, look up profit margins and efficiency reports and civilization players' top rankings.He claims he wasn't interested in military service before. He worked to organize the colony's logistics before.
How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!"Transformation Systems" probably has some of this in it, as well as "Unobtanium"
It is simple, but a specialized installation, taking advantage of stuff warships don't have access too, such as ground and water reservoirs for cooling and potentially natural shielding, the fact that its shields don't have to cover the whole 360 degrees, the need to defend and retaliate against indirect fire, ie to account for existence of horizon, the stationary nature of the installation - all those introduce strong difference from starship designs.
How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!
So, look up profit margins and efficiency reports and civilization players' top rankings.
1. THEIR SURVIVAL WILL BE MORE IMPORTANT THAN OUR SURVIVAL.
If an alien species has to choose between them and us, they won't choose us. It is difficult to imagine a contrary case; species don't survive by being self-sacrificing.
3) What can I do to make planning the research easier (That doesn't break the research system mind).
hmm i'm getting the idea that either he is an actual genius or he's a savant or is artificial in some way.Ah Civ... yeah that's probably still around in some form. The games with scores his public profile (aka space future facebook) you can see show a tenancy to master them quickly and then leave them barring DLC/Updates. It looks like he only started using this profile about three years ago.
Just linking it ( Unless there are two) to save people having to google it like me.With regards to the system reform I would suggest something similar to Imrix's Ultuan quest influence mechanics rather than straight CKII options. With influence we have a pool of resources/influence/attention that we allocate out to CKII style actions each turn without specific limitations to spending in a catergory.
It would retain most of the flexibility of the current system and since this quest runs mostly on rp/narrative informed by stats it should avoid dice crazieness, while simplifieing things for Hoyr since he can use CKII style actions and results. It also avoids the CKII action bottleneck, which can artificially reduce the amount of critical stuff that gets done, since there is not a per category action limit, simply an overall limit.
Don't forget that omni-gel is itself pretty much programmable matter, and is perfectly suitable for most low-tech 3d printing applications. The only drawback is it just doesn't have the tolerances for most of the high-energy, high-strength stuff we're doing, otherwise we wouldn't need factories at all.How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!
It does make sense; on the other hand we have the SA on one side clamoring for more ships and more competent ship's crews to protect their colonies, and on the other hand we have the Quarians who have a huge number of ships, but an even greater need for a place to land so they can stop overcrowding them with their civilian population and as a result slowly dying as a species. In that crack of need, I see opportunity.Twenty six years if I have my math right. Though its ~16-17 for the Citadel standard version of most of the tech, that said humanities' old stuff was good enough to give the Turians a bloody nose. I figure that's long enough to get trained professionals even if you have to use foreign teaching systems for the first teaching cycle.
It's largely a scale thing. There are 17 million Quarians IIRC. There are 13 billion humans. The number of human certified mechanics, not engineers, mechanics roughly equals the Quarian population. The number of human scientists and engineers is more than fifty times their entire population (And those are using current day figures)
There are Quarians worth hiring, hell a fair number of them, but the nature of Quarian society means they are in the fleet; hiring them requires hiring (or finding employment for) at list their ship if not the whole fleet.
Most business are of the opinion that it's far easier to hire a human, train a human or hire an alien expert that will respond to job advertisements. Obviously the military is usually restricted to the human options.
If you got the Quarians looking for jobs in SA space you could probably get most of them decent if not good or even great jobs. The trick is getting them to look, it's just not worth the effort when there are people looking.
I think that makes sense.
Obviously, that means we need to research better omnigel.Don't forget that omni-gel is itself pretty much programmable matter, and is perfectly suitable for most low-tech 3d printing applications. The only drawback is it just doesn't have the tolerances for most of the high-energy, high-strength stuff we're doing, otherwise we wouldn't need factories at all.
...Isn't that effectively what the Hypermodularity jello is?